Post by Azherae on 2021-08-08 04:33:13
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There's also a huge difference between weight in kinematics and weight in impact.
Animators often create weight in impact by stopping the animation at the specific impact point for a few frames, usually 3-5 depending on the speed of the game. Then shorten the recovery animation frames by the same 3-5.
When you miss, it plays out the other way. The point where it would have hit, plays faster, the end recovery is slower. It's a pretty trivial trick, but like many others in the industry, it works better than anything else, often by a fairly large margin. An easy test is to watch a game's combat videos with the sound muted. If you are a gamer generally you may still be able to 'hear' the impacts mentally if this is being done.
When your weapon hits multiple enemies in one swing, you still just stutter or stagger the frames on first impact, and the human eye can't follow it usually. People like me might notice, but I haven't met anyone who dislikes that either.
Without that part of the animation right now, weight of impact will feel weird, but if we're talking about weight in kinematics, the 'problem' @Teyloune is having is almost certainly related to the literal disjoint of upper and lower body.
Interestingly, New World (from what I've seen) seems to be inconsistent with the technique mentioned? How strange... probably just me.